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(+1)

Yeah, getting the same performance issues as the others. I'm guessing it's checking for my position far too often, and for every actor. Because when there are more detectors on screen, it increases the lag. Generally this can be solved by:

  1. Reducing the number of times it runs the detection check
  2. Caching detection results if the player hasn't moved
  3. Smooth out movement over the time between frames (Time.deltaTime)

Game felt pretty simple and straightforward. If you're going to build on it, would be cool to explore different enemy speeds and detection methods. E.g. not just rotating the cone but maybe swapping from back and forth, or flicking off, picking a totally random direction, then flicking on, with a second of foreshadowing beforehand.

(+1)

Thank you for the feedback. I had to significantly dial back my detection checks and fps in order for the game to even be playable. It was my first time using rays to check for position and my code could have been better. In the end, I used point distance to the player for the enemy to activate and put the rays into an alarm and step event which helped performance. With more time I may have been able to make them more efficient. 

I did have 1 additional enemy that was scrapped for performance, it would crawl around the wall blocks in the middle of the level in a metroid style way. My goal that I did not reach for a secondary mechanic was for the FOV cones to change in size based on some action or input. If I do more with the game, I would make a few small levels with 1-3 enemies each but add additional types of enemies. 

(+1)

FOV changing based on input is a cool idea! Hope you continue it! If you do, feel free to tag me for another playtest.